AL Plugin : X3 Race Response Fleets Final 1.7a 3/12/07

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SentinelDiety
Posts: 61
Joined: Wed, 13. Feb 08, 11:42
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Thanks

Post by SentinelDiety »

Hey LV,

Thanks for the scripts. A couple of things I would like to note about them:

1. The findship command seems to only return 500 ships at a time. If there's more than this, you'll need to run the command several times.
2. This script also deletes player-owned ships. I added another check on the xenon/khaak check line to make sure none of my ships got deleted after I jumped into AP and got the nice little game over screen. :-) I think people might appreciate the script more if their own ships were not deleted.
3. I could only use the first script, since none of my problem fighters had a destination set. The KE ones were on a police patrol, it seems, but the AP ones just had a single attack enemies command. The first script worked fantastically though. It seems those extra ships were giving me performance issues in the other sectors too, which are now gone.

Thanks,
--SD
whittxd
Posts: 11
Joined: Tue, 10. Jun 08, 01:16

Post by whittxd »

I am new to X3, and am using XTM. I just started a new normal game, and select normal RRF, sharing of getsu fine and pirate RRF enabled.

I set argon/terran relations to no fighting, but only after a few minutes of play I get many giant terran ships jumping in and fighting the argon?

Am I doing something wrong?

I read about the !job.police.patrol.spk issue, that seems unrelated to my problem.

Installed in order

X3 2.5 steam
x3_bonus_package_3.1.07
X plugin manager v2.12
dummyemp.spk
Copy XTM .7a soundtrack
Copy XTM .7a data 10
Copy XTM .7a catalog 10
XtendedModScripts+Patch-0.7.3.spk (Catalog and data 11 created)
Added modded Tships.txt to catalog 11 using X3 ModManager 0.0.5
Added modded Tmissiles.txt to catalog 11 using X3 ModManager 0.0.5
Added Neumangui1.1 XTM data/catalog 12
rrf.redux1.7a.spk
MissileTargettingSoftware-V1.01-15.05.2006.spk
AshleysFactories&ExtendedComplexHubsXTM-V2.5-15.11.2007
LordAlrik
Posts: 22
Joined: Mon, 9. Jul 07, 15:22

Post by LordAlrik »

What precisely does the "Warlord" difficulty setting do? The description seems a bit ambiguous.

Does it make the races respond to attacks on their sectors and stations much more effective?

I'm currently running 7ate9tin11s's "Improved Xenon 0.9" and I'm on the verge of resetting my game because at normal difficulty, the races are unable to respond fast enough to stem the massive tide of Xenon without significant help from me (And with more than six invasion corridors, I can't stop them all!)

Does Warlord make Races more aggressive, and have larger fleets respond to crisis events?
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OOZ662
Posts: 1212
Joined: Tue, 8. Apr 08, 10:45
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Truelight Seeker docked at SY in non-plot game

Post by OOZ662 »

Playing a standard X3 merchant start with a few scripts installed. RRF, Improved Khaak (disabled in AL menu), Scorp map, Convoys, BSE, LV cheats, X3 BBS Project 2, and fix for manual jumping are the ones off the top of my head.

In any case, it seems the Truelight Seeker (re-jobbed as Argon Diplomatic Envoy) as well as two escorting Argon Nova Sentinels are docked at Argon Prime's shipyard and don't want to leave. I thought of blowing up the shipyard (since God will replace it) with cheats, but then again I don't want to break anything. Suggestions?

I'd like them gone since I dump masses of capped ships into that shipyard from time to time and having three clamps unavailable is a pain.
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Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
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Post by Sandalpocalypse »

Warlord is a more extreme version of Hostile, which is to say it spawns a lot more enemies than RRF can handle. That's before the 'improved' scripts.
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joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
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Post by joelR »

whittxd wrote:I am new to X3, and am using XTM. I just started a new normal game, and select normal RRF, sharing of getsu fine and pirate RRF enabled.

I set argon/terran relations to no fighting, but only after a few minutes of play I get many giant terran ships jumping in and fighting the argon?

Am I doing something wrong?

I read about the !job.police.patrol.spk issue, that seems unrelated to my problem.

Installed in order

X3 2.5 steam
x3_bonus_package_3.1.07
X plugin manager v2.12
dummyemp.spk
Copy XTM .7a soundtrack
Copy XTM .7a data 10
Copy XTM .7a catalog 10
XtendedModScripts+Patch-0.7.3.spk (Catalog and data 11 created)
Added modded Tships.txt to catalog 11 using X3 ModManager 0.0.5
Added modded Tmissiles.txt to catalog 11 using X3 ModManager 0.0.5
Added Neumangui1.1 XTM data/catalog 12
rrf.redux1.7a.spk
MissileTargettingSoftware-V1.01-15.05.2006.spk
AshleysFactories&ExtendedComplexHubsXTM-V2.5-15.11.2007

I figured out the solution to this by accident. Just turn it off in the AL menu then let it go through its uninstall process. Save your game then reinitiate it in the AL menu. I dont have any Terrans attacking anymore.
LordAlrik
Posts: 22
Joined: Mon, 9. Jul 07, 15:22

Post by LordAlrik »

Sandalpocalypse wrote:Warlord is a more extreme version of Hostile, which is to say it spawns a lot more enemies than RRF can handle. That's before the 'improved' scripts.
So beyond Normal, there is no way to increase the response capabilities of the various Races? Is there some way to do so?
Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
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Post by Dungeoncrawler »

I love this script. Since I've installed my Universe is a very nice one to live in.

Dc
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LV
Sith Lord
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Re: Thanks

Post by LV »

SentinelDiety wrote:Hey LV,

Thanks for the scripts. A couple of things I would like to note about them:

1. The findship command seems to only return 500 ships at a time. If there's more than this, you'll need to run the command several times.
2. This script also deletes player-owned ships. I added another check on the xenon/khaak check line to make sure none of my ships got deleted after I jumped into AP and got the nice little game over screen. :-) I think people might appreciate the script more if their own ships were not deleted.
3. I could only use the first script, since none of my problem fighters had a destination set. The KE ones were on a police patrol, it seems, but the AP ones just had a single attack enemies command. The first script worked fantastically though. It seems those extra ships were giving me performance issues in the other sectors too, which are now gone.

Thanks,
--SD
so apart from the playercheck & 500 limit it's ok?
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LV
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Post by LV »

this sounds Race Response Fleets related do you understand the script editor as i can supply 1 line of code for you which will fix without cheating

edit
OOZ662 wrote:.
merged into rrf thread
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
hybr1d86
Posts: 28
Joined: Tue, 18. Jul 06, 15:16
x4

Post by hybr1d86 »

Hey LV,

first off all thanks for this awesome script! i love this in combination with xenon migration, makes the universe a lot more interesting. However there are some small things.

First of all the "hacker" missions; how do i know with certainty i have found the hacker-ship? cause i never have eliminated a hacker although i have destroyed ships with the exact name as was given.

my second thing is the efficiency, sometimes i have the feeling there is some overkill in the amount of rapid response ships that are sent to cope with a threath. i've seen multiple times 10 rapid response centaurs chase a small wing of pirates. The same is true for the "xenon base" missions, most of the time i find the xenon base, all of its escorts are already destroyed by rapid response ships, even if the base is far away from the gates! same thing happens with kha'ak clusters; they get intercepted long before they arrive anywhere close near a station. is there a way to only dispatch the rapid response ships if a threat is in normal scanner range?

are there some settings i'm missing? cause i still want to see some action now and then :P
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Sandalpocalypse
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Joined: Tue, 2. Dec 03, 22:28
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Post by Sandalpocalypse »

So beyond Normal, there is no way to increase the response capabilities of the various Races? Is there some way to do so?
The easiest way to do so is to modify the Jobs file to spawn more m1/m2/m6s.
Jakesnake5
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Post by Jakesnake5 »

Unfortunaetly, that requires an acutall mod or patch file of the Jobs.txt in order to affect anything.
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LV
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Post by LV »

plugin.lv.jtp.count.fleets.xml

go into that script

there is a check to create 1 ship for the defined race if the amount of m1+2+6 < 30

just make the 30 into a higher value for each race
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Zoed Vega
Posts: 383
Joined: Sat, 1. Mar 08, 18:52
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Major Problems Playing Game.

Post by Zoed Vega »

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MightyOdin
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Post by MightyOdin »

There seem to be some mayor conflict here, and I don’t thing it matters how many times you tire and restart fresh here.

The only thing I can think of that will perhaps solve this is a 100% fresh reinstall of the game and mods, and when you add now mod do so 1 by 1 and test until the problem comes again then you will know what is making it fuss of like that.
Zoed Vega
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Post by Zoed Vega »

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Last edited by Zoed Vega on Tue, 4. Aug 09, 18:00, edited 1 time in total.
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surefire_ven0m
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Post by surefire_ven0m »

Hmm i reckon turn off RRF, i bet that'll solve the problem :wink:
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Carlo the Curious
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Post by Carlo the Curious »

Sounds like some script is spawning too many ships.
SecondAcc
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Post by SecondAcc »

You should delete the scripts you installed last before the things started.

Und turn RRF off. And not to forget, don't you think that you might be using too many scripts?

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